Proceedings of the 8th Augmented Human International Conference最新文献

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Synthesizing fixed point of views from a spinning omnidirectional ball camera 从旋转的全向球摄像机合成固定的视角
Proceedings of the 8th Augmented Human International Conference Pub Date : 2017-03-16 DOI: 10.1145/3041164.3041201
Masakazu Nakazawa, H. Koike
{"title":"Synthesizing fixed point of views from a spinning omnidirectional ball camera","authors":"Masakazu Nakazawa, H. Koike","doi":"10.1145/3041164.3041201","DOIUrl":"https://doi.org/10.1145/3041164.3041201","url":null,"abstract":"Recent years have seen the emergence of a new way to watch sports, that is, watching them from the ball's point of view (POV) taken with cameras embedded in the ball. The problem, however, is that the ball's POV is unstable since the ball spins. In this paper, we describe how we developed a prototype of the ball camera with an omnidirectional camera and propose an algorithm to fix the ball's POV to an arbitrary direction. Feature points are extracted from an entire omnidirectional image and the pose change between frames is estimated by feature matching and the five-point algorithm. The POV of the current frame is modified to the one of the initial frame by applying the product of estimated rotation matrices between all adjacent frames up to the current one. Our algorithm is not limited to our hardware and can be applied to any omnidirectional videos taken with different camera systems.","PeriodicalId":210662,"journal":{"name":"Proceedings of the 8th Augmented Human International Conference","volume":"31 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-03-16","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114341555","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 8
Leaked light field from everyday material: designing material property remained light-field display 日常材料泄漏光场:设计材料属性保持光场显示
Proceedings of the 8th Augmented Human International Conference Pub Date : 2017-03-16 DOI: 10.1145/3041164.3041174
Kazuki Takazawa, Kenta Suzuki, Shinji Sakamoto, Ryuichiro Sasaki, Y. Hashimoto, Yoichi Ochiai
{"title":"Leaked light field from everyday material: designing material property remained light-field display","authors":"Kazuki Takazawa, Kenta Suzuki, Shinji Sakamoto, Ryuichiro Sasaki, Y. Hashimoto, Yoichi Ochiai","doi":"10.1145/3041164.3041174","DOIUrl":"https://doi.org/10.1145/3041164.3041174","url":null,"abstract":"This paper introduces novel methods to add new material properties to a light field display, using computationally designed and fabricated pinholes. Most of the surface materials commonly used for LCDs are limited to smooth, transparent materials, such as glass or plastic. In conventional studies, a pinhole-based parallax barrier is employed in the design light field displays. We redefine these method to transform a non-transparent and non-smooth material, such as wood or stone, into a light field display. In this paper, we report on the fabrication process for the pinhole display, and evaluate the relationship between the pinhole and the optical characteristics of fabricated materials. We also report interactive applications including mirror-based light field displays \"Infinite AR\". It realize to change the indicate that depending on viewpoints. We propose the wood display and the stone display as some porpose. We demonstrated a plate fabricated with 100--200 μm m diameter pinholes.","PeriodicalId":210662,"journal":{"name":"Proceedings of the 8th Augmented Human International Conference","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-03-16","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116868295","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Vibrat-o-matic: producing vocal vibrato using EMS 颤音:使用EMS产生声音颤音
Proceedings of the 8th Augmented Human International Conference Pub Date : 2017-03-16 DOI: 10.1145/3041164.3041193
Ryohei Fushimi, Eisuke Fujinawa, Takuji Narumi, T. Tanikawa, M. Hirose
{"title":"Vibrat-o-matic: producing vocal vibrato using EMS","authors":"Ryohei Fushimi, Eisuke Fujinawa, Takuji Narumi, T. Tanikawa, M. Hirose","doi":"10.1145/3041164.3041193","DOIUrl":"https://doi.org/10.1145/3041164.3041193","url":null,"abstract":"Vibrato is one of the most popular vocal techniques. Based on the fact that vibrato is caused by periodic pulsation of the cricothyroid and diaphragm muscles, we explore the possibility of reproducing vibrato by actuating these muscles with electrical muscle stimulation. We present \"Vibrat-o-matic\", a system that enables users to interactively control their vocal vibrato while singing. We test the system on four participants, including two semi-professional singers, under two conditions of the electrode arrangement (stomach and neck). Although the muscles actuated by this system are not exactly the same as those used for natural vibrato, we succeeded in reproducing similar periodic modulation of volume, especially by stimulating the stomach. Moreover, although it is not suitable for training natural vibrato, it is suggested that this system could provide notion of when and where to use vibrato while singing.","PeriodicalId":210662,"journal":{"name":"Proceedings of the 8th Augmented Human International Conference","volume":"14 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-03-16","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127258962","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 9
Insights of the augmented dodgeball game design and play test 关于增强躲避球游戏设计和玩法测试的见解
Proceedings of the 8th Augmented Human International Conference Pub Date : 2017-03-16 DOI: 10.1145/3041164.3041181
Kadri Rebane, Takahiro Kai, Naoki Endo, Tomonari Imai, T. Nojima, Yohei Yanase
{"title":"Insights of the augmented dodgeball game design and play test","authors":"Kadri Rebane, Takahiro Kai, Naoki Endo, Tomonari Imai, T. Nojima, Yohei Yanase","doi":"10.1145/3041164.3041181","DOIUrl":"https://doi.org/10.1145/3041164.3041181","url":null,"abstract":"Modern technology enables us to create novel devices and provide exciting new user experiences. In today's world where few people get engaged to physical activities regularly and in the amounts recommended by the doctors, it is important to find ways to encourage more active lifestyles. As fun, enjoyment and social aspects of the activity have a great impact on the decision on whether to exercise or not, it is wise to unite the two fields of technology and sports. Augmented Dodgeball was designed to enrich the experience of playing dodgeball and make it more attractive to participants. Specifically we focused on designing a physical game that players with different skill levels and physiology could enjoy playing together. For balancing between the players, virtual parameters that the players are aware of are used. In this paper we describe the game design and the development of the Dodgeball Game simulator as well as the observations and results from the play test.","PeriodicalId":210662,"journal":{"name":"Proceedings of the 8th Augmented Human International Conference","volume":"50 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-03-16","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121414857","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 10
Intentiō: power distribution through a potentialized human body 通过潜在的人体来分配能量
Proceedings of the 8th Augmented Human International Conference Pub Date : 2017-03-16 DOI: 10.1145/3041164.3041175
Michinari Kono, Hiromi Nakamura, J. Rekimoto
{"title":"Intentiō: power distribution through a potentialized human body","authors":"Michinari Kono, Hiromi Nakamura, J. Rekimoto","doi":"10.1145/3041164.3041175","DOIUrl":"https://doi.org/10.1145/3041164.3041175","url":null,"abstract":"We present Intentiō, which allows a potentialized human body to activate low-power electronic devices by touching them. A potentialized human body, i.e., one carrying our device, acts as a common power source and distributes power to electronic devices through their body. An electronic device generally requires its own power source that needs to be managed individually. The diversity of battery sources, which must also be frequently charged or exchanged, has introduced complications for users who manage them. Providing a common power source may help users more easily manage electric devices because the devices are passive, with no power source of their own. This paper presents Intentiō's design and implementation, followed by several proof-of-concept applications based on a potentialized human body. We also discuss the safety concerns of our method. Intentiō is a concept and framework for augmenting humans so that they may interact with and handle electronic devices with power distribution, where the electric devices can passively exist without complex wiring or power sources.","PeriodicalId":210662,"journal":{"name":"Proceedings of the 8th Augmented Human International Conference","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-03-16","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131294678","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 2
Intuitive visualization method for locating off-screen objects inspired by motion perception in peripheral vision 基于周边视觉运动感知的屏幕外物体定位的直观可视化方法
Proceedings of the 8th Augmented Human International Conference Pub Date : 2017-03-16 DOI: 10.1145/3041164.3041198
Shizuko Matsuzoe, Shan Jiang, Miwa Ueki, Keiju Okabayashi
{"title":"Intuitive visualization method for locating off-screen objects inspired by motion perception in peripheral vision","authors":"Shizuko Matsuzoe, Shan Jiang, Miwa Ueki, Keiju Okabayashi","doi":"10.1145/3041164.3041198","DOIUrl":"https://doi.org/10.1145/3041164.3041198","url":null,"abstract":"This paper describes an intuitive user interface (UI) that guides and attracts a user's attention toward off-screen objects using a vibrating icon. Mobile augmented reality is often used for finding various annotations that are overlaid on a real world image, such as operating instructions for maintenance and inspection. However, owing to the limited scope of the device screen, it is difficult for the user to convey annotations located off-screen. In this work, we focused on motion perception and cognition properties and attempted to show off-screen information intuitively using a simple approach. To achieve the intuitive off-screen information display, we used the motion of a small, circular, vibrating icon. Experiments with tasks involving locating an off-screen target and memorizing numbers were conducted to evaluate the usability of the proposed guidance UI. The results show that users using the proposed UI can locate a target more quickly, memorize numbers more precisely, and provided a high user satisfaction more easily, than with other conventional guidance UIs.","PeriodicalId":210662,"journal":{"name":"Proceedings of the 8th Augmented Human International Conference","volume":"51 5","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-03-16","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132571492","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 15
Whole-body interaction in natural environments benefits children's cognitive function compared to sedentary interaction indoors 与久坐不动的室内互动相比,在自然环境中的全身互动有利于儿童的认知功能
Proceedings of the 8th Augmented Human International Conference Pub Date : 2017-03-16 DOI: 10.1145/3041164.3041177
Marta Ferraz, Paul E. Resta, Afonso O'Neill
{"title":"Whole-body interaction in natural environments benefits children's cognitive function compared to sedentary interaction indoors","authors":"Marta Ferraz, Paul E. Resta, Afonso O'Neill","doi":"10.1145/3041164.3041177","DOIUrl":"https://doi.org/10.1145/3041164.3041177","url":null,"abstract":"We compared the effects of whole-body interaction in a natural environment versus sedentary interaction indoors on cognitive function in a group of 10 children aged 7 to 8 years. Neurophysiological response (sustained attention and working memory load) and episodic memory were evaluated while subjects interacted with a whole-body motion screen-based computer device, in a natural environment, and a sedentary screen-based computer device, based on hand-eye coordination skills, in a classroom setting - video game play. Children's expectations, preferences and opinions regarding the interaction devices were also evaluated. Results indicate a trend for natural environment whole-body interaction to increase sustained attention in children over time, compared to indoor sedentary interaction. In turn, increases in sustained attention were associated with improvements in episodic memory during video game play. This study shows that the current Child-Computer Interaction paradigm - interaction with sedentary devices, indoors - may be failing to optimize children's cognitive function.","PeriodicalId":210662,"journal":{"name":"Proceedings of the 8th Augmented Human International Conference","volume":"5 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-03-16","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130334404","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 2
My Tai-Chi coaches: an augmented-learning tool for practicing Tai-Chi Chuan 我的太极教练:练习太极拳的增强学习工具
Proceedings of the 8th Augmented Human International Conference Pub Date : 2017-03-16 DOI: 10.1145/3041164.3041194
Ping-Hsuan Han, Yang-Sheng Chen, Yilun Zhong, Han-Lei Wang, Y. Hung
{"title":"My Tai-Chi coaches: an augmented-learning tool for practicing Tai-Chi Chuan","authors":"Ping-Hsuan Han, Yang-Sheng Chen, Yilun Zhong, Han-Lei Wang, Y. Hung","doi":"10.1145/3041164.3041194","DOIUrl":"https://doi.org/10.1145/3041164.3041194","url":null,"abstract":"Tai-Chi Chuan (TCC) is a famous physical exercise and well-known for being able to effectively promote physical well-being. Many people have been interested in learning TCC at the beginning, but eventually failed in mastering it due to the lack of a constantly accompanying master on the side. In this paper, we present an augmented-learning tool, called \"My Tai-Chi Coaches\", for learning TCC. By wearing an optical see-through Head-Mounted Display (HMD), the users can have their own private coaches-on-demand that will guide them in practicing TCC. To solve the \"attention-sticking\" problem, we propose the use of \"redundant coaches\" and high-lighting the primary coach at every instant. When the user wants to adjust his posture to mimic the coach's movement, he can simply suspend his motion, and then the drone will fly to a proper position to capture the images of the user's posture, and display them on an augmented mirror placed near by the highlighted or gazed coach. In addition to learning TCC, the proposed augmented-learning tool can also be used for learning dancing, yoga, sporting, and for rehabilitation.","PeriodicalId":210662,"journal":{"name":"Proceedings of the 8th Augmented Human International Conference","volume":"36 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-03-16","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116945138","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 43
JackIn space: designing a seamless transition between first and third person view for effective telepresence collaborations 杰克空间:为有效的远程呈现协作设计第一和第三人称视图之间的无缝过渡
Proceedings of the 8th Augmented Human International Conference Pub Date : 2017-03-16 DOI: 10.1145/3041164.3041183
Ryohei Komiyama, Takashi Miyaki, J. Rekimoto
{"title":"JackIn space: designing a seamless transition between first and third person view for effective telepresence collaborations","authors":"Ryohei Komiyama, Takashi Miyaki, J. Rekimoto","doi":"10.1145/3041164.3041183","DOIUrl":"https://doi.org/10.1145/3041164.3041183","url":null,"abstract":"Traditional telepresence systems only supported first person view and users had difficulty in recognizing the surrounding situation of their remote workspace. JackIn Space is a telepresence system that solves this problem by seamlessly integrating first person view with third person view. With a head-mounted first person camera and multiple depth sensors installed in the environment, the surrogate user's first person view smoothly changes to the out-of-body third person view, and the user connected to the surrogate user can virtually look around the environment. The user can also dive into other surrogate users to gain different perspectives. Our evaluation supports that the concept and the function of JackIn Space was quite well accepted and our prototype system provides a more natural viewpoint selection. Overall, JackIn Space supports better remote collaborations.","PeriodicalId":210662,"journal":{"name":"Proceedings of the 8th Augmented Human International Conference","volume":"59 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-03-16","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127198532","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 51
Automated capture and delivery of assistive task guidance with an eyewear computer: the GlaciAR system 通过眼镜计算机自动捕获和提供辅助任务指导:GlaciAR系统
Proceedings of the 8th Augmented Human International Conference Pub Date : 2016-12-29 DOI: 10.1145/3041164.3041185
T. Leelasawassuk, D. Damen, W. Mayol-Cuevas
{"title":"Automated capture and delivery of assistive task guidance with an eyewear computer: the GlaciAR system","authors":"T. Leelasawassuk, D. Damen, W. Mayol-Cuevas","doi":"10.1145/3041164.3041185","DOIUrl":"https://doi.org/10.1145/3041164.3041185","url":null,"abstract":"In this paper we describe and evaluate an assistive mixed reality system that aims to augment users in tasks by combining automated and unsupervised information collection with minimally invasive video guides. The result is a fully self-contained system that we call GlaciAR (Glass-enabled Contextual Interactions for Augmented Reality). It operates by extracting contextual interactions from observing users performing actions. GlaciAR is able to i) automatically determine moments of relevance based on a head motion attention model, ii) automatically produce video guidance information, iii) trigger these guides based on an object detection method, iv) learn without supervision from observing multiple users and v) operate fully on-board a current eyewear computer (Google Glass). We describe the components of GlaciAR together with user evaluations on three tasks. We see this work as a first step toward scaling up the notoriously difficult authoring problem in guidance systems and an exploration of enhancing user natural abilities via minimally invasive visual cues.","PeriodicalId":210662,"journal":{"name":"Proceedings of the 8th Augmented Human International Conference","volume":"21 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-12-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125242220","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 16
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